Ddorpg
Concept: When developing the concept for this map I decided that what I wanted was a competitive in game atmosphere where nobody really has time to sit stable and allow game-play to become stale. So I looked at the popularity of DOTA and found that essentially the lane system is what keeps the game alive, but I didn't want the usual linear style of game-play. So I looked at the openness of 60 Cap WoW and looked at the pvp style and decided that was what I wanted too. So I combined the ideas.
At this moment in development: Complete with 7 instances that don't allow air. The Instance system does not allow air units in there. I have created buffers against the cheap way of doing things. Some Instances are hard to find, tucked away, and/or require a Key to get into them. Unfortunately you need to be a certain level to buy these keys. The vendor is secret, and hard to access. Items are dropped that give your heroes decent power, but not make them OP. Rather, they make the heroes more versatile. There is only one of each Item set from the bosses. They drop on death though, so it encourages ganking in open wilderness
.
Alongside the instances we have lanes. These lanes are made up of three factions and you can only be in one faction at a time. Helping certain factions allow you to gold and experience farm. However I also allowed the players to go Rogue. If they please
. These factions are Scourge, Horde, Alliance. I didn't care to deviate from the warcraft environment because I didn't want to edit the map of losing some of the original quality of the campaigns and melee maps. Either way in the end you will probably just end up killing the factions to either cripple another players gameplay for your own benefit, or simply to make way for your empire (you can get tier 4 and 250 food count in the final version). I balanced it accordingly so none of the custom heroes are OP or out of the ordinary. Keeping the spirit of the game was essential. There are indestructible neutral zones for players to buy and sell things at.
There are item vendors and in game drops that allow you to gain decently powerful items that if you had enough would still allow you to have a edge so that players can't just win by getting all the best items either. I wanted player skill in micro-management to come into play here. And the Instances are well thought out and give you a feel of being in one. They blend naturally into the terrain, you would never know they were there.
5 Hero Limit
Tunnels you can use to come around and flank players essentially. And take less time to get around.
There should be rare items dropping in particular creep zones. But not often. They'll come up every now and then. I even made it so workers can build item vaults, and created purchasable pack horses and Caravan wagons.
Concept: When developing the concept for this map I decided that what I wanted was a competitive in game atmosphere where nobody really has time to sit stable and allow game-play to become stale. So I looked at the popularity of DOTA and found that essentially the lane system is what keeps the game alive, but I didn't want the usual linear style of game-play. So I looked at the openness of 60 Cap WoW and looked at the pvp style and decided that was what I wanted too. So I combined the ideas.
At this moment in development: Complete with 7 instances that don't allow air. The Instance system does not allow air units in there. I have created buffers against the cheap way of doing things. Some Instances are hard to find, tucked away, and/or require a Key to get into them. Unfortunately you need to be a certain level to buy these keys. The vendor is secret, and hard to access. Items are dropped that give your heroes decent power, but not make them OP. Rather, they make the heroes more versatile. There is only one of each Item set from the bosses. They drop on death though, so it encourages ganking in open wilderness

Alongside the instances we have lanes. These lanes are made up of three factions and you can only be in one faction at a time. Helping certain factions allow you to gold and experience farm. However I also allowed the players to go Rogue. If they please

There are item vendors and in game drops that allow you to gain decently powerful items that if you had enough would still allow you to have a edge so that players can't just win by getting all the best items either. I wanted player skill in micro-management to come into play here. And the Instances are well thought out and give you a feel of being in one. They blend naturally into the terrain, you would never know they were there.
5 Hero Limit
Tunnels you can use to come around and flank players essentially. And take less time to get around.
There should be rare items dropping in particular creep zones. But not often. They'll come up every now and then. I even made it so workers can build item vaults, and created purchasable pack horses and Caravan wagons.
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